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aim assist on lost woods target
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parent
f2c8ec4c68
commit
633c7242b5
2 changed files with 11 additions and 4 deletions
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@ -947,7 +947,7 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddVirtualActor(list, VA_AUDIO_COMPASS, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
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ActorAccessibility_AddVirtualActor(list, VA_STICK_WARNING, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 0); // Kokiri Forest
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 0);
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } });
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } });
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@ -955,6 +955,13 @@ void ActorAccessibility_InitActors() {
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 2);
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_LOST_WOODS, 1);
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AccessibleActor* temp =
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 1348.0, 25.0, -25.00 } });
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temp->policy.aimAssist.isProvider = true;
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temp->policy.distance = 700;
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temp->policy.n = 1;
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 10); // deku tree compass room
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@ -970,8 +977,7 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_JABU_JABU, 2);
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AccessibleActor* temp =
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole
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temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole
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temp->policy.distance = 200;
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temp->policy.sound = NA_SE_EN_DAIOCTA_DEAD;
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temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 230, -400, -3211 } }); // ruto hole
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@ -331,6 +331,7 @@ void ActorAccessibility_CopyParamsFromRealActor(AccessibleActor* actor) {
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actor->projectedPos = actor->actor->projectedPos;
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actor->xzDistToPlayer = actor->actor->xzDistToPlayer;
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actor->isDrawn = actor->actor->isDrawn;
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actor->world = actor->actor->world;
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actor->xyzDistToPlayer = Math_Vec3f_DistXYZ(&actor->actor->world.pos, &player->actor.world.pos);
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}
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@ -629,7 +630,7 @@ void ActorAccessibility_ProvideAimAssistForActor(AccessibleActor* actor) {
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angle = angle / -14000.0 * 16384;
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f32 slope = Math_SinS(angle) / Math_CosS(angle) * 1.0;
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s32 yIntercept = (slope * (actor->xzDistToPlayer)) + player->actor.focus.pos.y;
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s32 yHight = actor->actor->world.pos.y + 25;
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s32 yHight = actor->world.pos.y + 25;
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if (slope < 1) {
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slope = 1;
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}
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